Tag team by freem and myself: mmods working 90%.
The remaining 10%? Dealing with Tsuhsuixamush.
This commit is contained in:
+10
-6
@@ -400,8 +400,7 @@ void Player::Init(
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m_soundAttackEnding.Load( THEME->GetPathS(sType,"course attack ending"), true, &SoundParams );
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m_soundAttackEnding.Load( THEME->GetPathS(sType,"course attack ending"), true, &SoundParams );
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break;
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break;
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}
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}
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// XXX: Fix errors for m-mod support!
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/*
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// calculate M-mod speed here, so we can adjust properly on a per-song basis.
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// calculate M-mod speed here, so we can adjust properly on a per-song basis.
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// XXX: can we find a better location for this?
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// XXX: can we find a better location for this?
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if( m_pPlayerState->m_PlayerOptions.GetCurrent().m_fMaxScrollBPM != 0 )
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if( m_pPlayerState->m_PlayerOptions.GetCurrent().m_fMaxScrollBPM != 0 )
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@@ -421,6 +420,13 @@ void Player::Init(
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float fMaxBPM = 0;
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float fMaxBPM = 0;
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/* TODO: Find a way to not go above a certain BPM range
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* for getting the max BPM. Otherwise, you get songs
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* like Tsuhsuixamush, M550, 0.18x speed. Even slow
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* speed readers would not generally find this fun.
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* -Wolfman2000
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*/
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// all BPMs are listed and available, so try them first.
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// all BPMs are listed and available, so try them first.
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// get the maximum listed value for the song or course.
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// get the maximum listed value for the song or course.
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// if the BPMs are < 0, reset and get the actual values.
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// if the BPMs are < 0, reset and get the actual values.
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@@ -453,11 +459,9 @@ void Player::Init(
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ASSERT( fMaxBPM > 0 );
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ASSERT( fMaxBPM > 0 );
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// set an X-mod equal to Mnum / fMaxBPM (e.g. M600 with 150 becomes 4x)
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// set an X-mod equal to Mnum / fMaxBPM (e.g. M600 with 150 becomes 4x)
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PO_GROUP_ASSIGN(m_pPlayerState->m_PlayerOptions, ModsLevel_Preferred, m_fScrollSpeed,
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m_pPlayerState->m_PlayerOptions.GetCurrent().m_fScrollSpeed =
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m_pPlayerState->m_PlayerOptions.GetPreferred().m_fMaxScrollBPM / fMaxBPM);
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( m_pPlayerState->m_PlayerOptions.GetPreferred().m_fMaxScrollBPM / fMaxBPM );
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}
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}
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*/
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float fBalance = GameSoundManager::GetPlayerBalance( pn );
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float fBalance = GameSoundManager::GetPlayerBalance( pn );
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m_soundMine.SetProperty( "Pan", fBalance );
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m_soundMine.SetProperty( "Pan", fBalance );
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